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With how rare biomes like desert, tundra and jungle have become, the ressources within have become even rarer. This is not an issue for the more common commodities you find in these biomes like rubber trees, palm trees, cactus, etc.. This is more of an issue with the really rare commodities. This includes things like electrum ore and alum, which have become so rare that they only exist in the handfuls across the entire rift. Deserts are already extremely and then add another rarity factor on top of that and you have next to no chance of ever coming up these items.
As a dye enthusiast, it saddens me that I will pretty much never be able to dye the clothing in towns and have to leave a bunch of them undyed just because alum has become an extreme rarity. And this is not even mentioning the dye pigments used to dye walls. I doubt you would even be able to dye even one small builiding with the scarce amount that is in the rift.
Deserts are already rare and on top of that it is this rare to find these ressources in those rare deserts:
For the time being, I think we have enough content.
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100% agree I spent several lives searching that alum and I had no idea it was so rare that it nearly doesn't exist in the entire rift. I wasted so much of my time...
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maybe adding a vein of these items instead of just making them more common would be nice too.
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maybe adding a vein of these items instead of just making them more common would be nice too.
I like this alternative. Keeps the rarity of the items, but when you find them you get them in bigger quantities.
For the time being, I think we have enough content.
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Some resources should definitely ran out after a while. Alum, Lapis and Cinnabar are definitely some that should NOT go out though.
Alternatively to having a vein, you could not destroy them during the creation of the dye. Make them reusable.
In addition, it would be great to be able to dye mordant already dyed clothing. It would be awesome if we could change the color of existing clothing that way.
Last edited by Thaulos (2019-09-27 11:26:45)
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New colors would be nice too. We already have green so it should be possible to get more color combinations such as orange and purple.
Orange dye = Yellow pigment + Red dye
Purple dye = Rose madder + Blue dye / Indigo + Red dye
For the time being, I think we have enough content.
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I think dyes and pigments are precisely resources that should run out, though not so easily.
Aesthetic and status are great reasons for resource exploration and conflicts.
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I will double these for now.
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I will double these for now.
Thanks
For the time being, I think we have enough content.
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I appreciate the change but why make desert more rare? And how rare has it become as opposed to before?
Last edited by sigmen4020 (2019-09-27 23:03:29)
For the time being, I think we have enough content.
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jasonrohrer wrote:I appreciate the change but why make desert more rare? And how rare has it become as opposed to before?
Rarer than before. The previous map spread algorithm had biomes dispersed at random, so technically every biome had a roughly equal scarcity. With his updated biome dispersal, he made it more like a topographical map- biomes are layered, with swamps being the "center/low point," grassland layered around that, then savannah, then mountain. Snowy, jungle, and desert are the "high" points, surrounded by mountain.
It's easier to explain with a visual representation.
This is what biome layouts were like beforehand:
This is what they're like now:
As you can see, desert, snowy and jungle regions became a good bit scarcer [as they're not really habitable biomes, and more necessary for later-game resources like oil, rubber, etc.] while swamp and grasslands became more common [creating more habitable locations for a town to situate], with Savannahs and Mountains being in the middle [as they're both necessary for early-late game tech such as iron, flat rocks, rabbit skins, etc.]
Last edited by Jk Howling (2019-09-27 23:22:31)
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When you get to the "peak" of the topographical mountain, you get one of Jungle, Snow, or Desert. Those three are evenly distributed at the peaks, but hey are each way less common than any of swamp, prairie, grass, or rocky.
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Could we alternate them a bit more? Sometimes I have to spent upwards of 10 minutes trying to find one of them (usually desert).
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Since the extreme biomes themselves are so much smaller and rarer, the items spawned exclusively in those areas need to be adjusted upward to ensure a reasonable supply. It is very frustrating to scout for a desert ... finally find one ... and it doesn't have a single sulfur pond anywhere inside it.
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made a post about this before. One solution to lapis and cinnas would be to allow the paint bucket have several uses.
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made a post about this before. One solution to lapis and cinnas would be to allow the paint bucket have several uses.
That wouldn’t fix alum rarity though. That was my biggest concern with this post.
For the time being, I think we have enough content.
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arkajalka wrote:made a post about this before. One solution to lapis and cinnas would be to allow the paint bucket have several uses.
That wouldn’t fix alum rarity though. That was my biggest concern with this post.
True, just a partial solution. Also sulfur is pretty scarse with deserts being so rare as a biome all in all.
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sigmen4020 wrote:arkajalka wrote:made a post about this before. One solution to lapis and cinnas would be to allow the paint bucket have several uses.
That wouldn’t fix alum rarity though. That was my biggest concern with this post.
True, just a partial solution. Also sulfur is pretty scarse with deserts being so rare as a biome all in all.
Very true. Making rubber can be quite frustrating because of this.
Making rubber can be especially frustrating when no horse cart is available.
Last edited by sigmen4020 (2019-09-28 12:04:40)
For the time being, I think we have enough content.
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I will double these for now.
Nice!! Thank you jason
Last edited by Don Holm (2019-09-28 12:11:35)
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